star(ontrol
Commander’s Guide
IBM PC and Tandy
STAR<pNTROL
PROJECT CREDITS
Programming:
Fred Ford
Design:
Paul Reiche III
Art Work:
Paul Reiche II
and Greg Johnson
Additional Programming:
Robert Leyland
Additional Design:
Greg Johnson, Fred Ford
and Robert Leyland
Additional Artwork:
Erol Otus
Manual Illustrations:
Erol Otus
Sound, Music and Programming:
Kyle Freeman
Music:
Tommy V. Dunbar
Sound Effects:
Paul Peiche III
Produced by:
Pam Levins
Manual:
Larry Hall
Play Testing:
Jeremy Leyland, Akila Redmer,
Mathias K. Genser, Erol Otus,
Gregory Hammond, Pam Levins,
Mark Voorsanger, Andy McKee
and Fred Haslan
Technical Assistance:
Evan and Nicky Robinson, Ned Lerner. Merci beaucoup
Fabrice-Bellard pour LZEXE. C’esttres bien!
Special Thanks:
Laurie, Arianna and Devin Reiche, Georgiann Feltz, Roland
Kippenhan, Jason Sangermano, Peter Doctorow
and Shelly Day.
Inspired by the Works of Fiction of:
Orson Scott Card, Larry Niven, Andre Norton, David Brin,
Robert A. Heinlein, Arthur C. Clarke, Jack Vance, Alan
Dean Foster, Keith Laumer, A.E. Van Vogt, E.E. “Doc”
Smith, Joe Halderman, Dan Simmons, Fred Saberhagen
and 100 worthy others.
STAR(dNTROI-
CONTACT WITH ALIEN
BEINGS REPORTED
RUMOR OF STELLAR THREAT
CONFIRMED
The International Press-
Dispatch, March 12, 2612.
By Le-Quo Garibaldi, Press-
Dispatch Interstellar Corre
spondent.
Rumors of a hostile
stellar threat to the earth
and its surroundings were
confirmed yesterday in an
extraordinary meeting
between a Star Control
scout ship and a Chenjesu
vessel near the Ceres base.
The first message exchanged
between the spaceships
was as simple as it was
shocking:
Attention: Earth vessel. We
are not hostile to your
species. However, we must
inform you of an immediate
threat to your world and
people. The Ur-Quan Hier
archy is coming; our de
fenses are crumbling. We
need your immediate assis
tance. Please respond.
The results of the ensuing
conference were made
available to the International
Press Dispatch by interstel
lar lasfax. The meeting,
held aboard the Cruiser
SpaceDuster, lasted several
hours. A collection of
intergalactic journalists
waited anxiously as the
Chenjesu diplomats outlined
their concerns to Star
Control General Juan O’Reilly
and High Provost Ivana Or-
Kochav, Earth’s highest-
ranking diplomat.
Earth’s negotiators ex
pressed their dismay that
they had not been previously
informed of the existence of
alien forms — or the fact of
an interstellar war between
them. The Chenjesu replied
that the Alliance’s Supreme
Council hadn’t judged Earth
strong enough to join the
Alliance. Moreover, Earth’s
initial position was on the far
side of the Coreward Front.
Only in the last few months
has the Hierarchy ap
proached our Solar System.
star(ontrol
RUMOR (continued)
The Chenjesu emphasized
that:
• The Ur-Quan Hierarchy, a
rigid union of the ancient
Ur-Quan slavers and their
minions, is on the verge
of annihilating the Alli
ance of Free Stars.
• Alliance efforts to placate
the Ur-Quans through
negotiations have been in
vain. The Hierarchy's
representatives slew
three Alliance diplomats
at the conclusion of one
particularly fruitless
session.
• A Hierarchy triumph
would be a disaster for
known space.
The Chenjesu mediators
told of Ur-Quan coercion of
several unlikely races into
the Hierarchy, of threats
delivered to Spathi elders,
of an active military alliance
the likes of which has never
seen the blackness of
Truespace. The Chenjesu
elders “wove crystal slivers
of detail into their story,” as
Ivana Or-Kochav later told the
assembled correspondents.
The High Provost described
the Chenjesu intensity,
which went well beyond the
crackling energy fields the
aliens commonly emanate.
Indeed, the dramatic effect
at times interfered with the
Spaceduster’s control con
soles. General O’Reilly
spoke of “visible alarm in the
aliens’ emotive electrical
outburst.”
A high-level Cabinet Meeting
will be held next week in
Calcutta, India, one of the
United Nation’s rotating
capitals. The Delegation
from the Belt is presently
afterblasting its way to
wards Earth. An atmo
sphere of high drama is
almost palpable at StarCon
HQ in Geneva.
In the view of this reporter,
the Chenjesu have issued a
chilling, clarion call to Earth
and its inhabitants.
Table of Contents
HOW TO INSTALL STAR CONTROL...................................................................................1
System Requirements............................................................................................ 1
Back Up Your Game Disks! ....................................................................................2
Installation for a Hard Drive System......................................................................2
Starting the Game....................................................................................................3
Configuration: Setting Graphics, Sound, and Other Options .........................4
How to Pass Professor Zorg’s Alien Etiquette Exam........................................6
PLAYER CONTROLS...............................................................................................................7
Menus..........................................................................................................................7
Keyboard Ship Controls ...........................................................................................8
Joystick Ship Controls ..............................................................................................8
Other Special Controls..............................................................................................8
EARTH’S TREATY OF ALLIANCE WITH THE FREE STARS............................................. 9
Article One: ................................................................................................................9
Article Two: ................................................................................................................9
Article Three:..............................................................................................................9
Special Clauses.......................................................................................................10
PLAYING THE GAME...........................................................................................................11
The Main Activity Menu .........................................................................................11
Setting Player Options...........................................................................................11
Control Options.......................................................................................................12
Using Options ..........................................................................................................12
Bulletin from ComSim Central..............................................................................13
PRACTICE ..............................................................................................................................14
Flying Ships in Combat...........................................................................................1 5
MELEE ...................................................................................................................................18
FULL GAME...........................................................................................................................35
Selecting a Scenario .............................................................................................35
Loading a Saved Game.........................................................................................36
Fleet Command View.............................................................................................36
The Rotating Starfield............................................................................................38
Going to Combat....................................................................................................40
Precursor Relics ....................................................................................................44
Strategic Ship Powers...........................................................................................45
WINNING THE GAME.........................................................................................................46
Saving a Game in Progress.................................................................................46
APPENDIX ONE: SCENARIO DESCRIPTIONS.................................................................47
APPENDIX TWO: UTILITIES ...............................................................................................49
Keyboard Configuration Utility.............................................................................49
Scenario Editor .......................................................................................................50
AUTHOR BIOGRAPHIES .....................................................................................................54
TROUBLESHOOTING GUIDE...............................................................................................56
SrAR(pNTROL
HOW TO INSTALL
STAR CONTROL
Star Control™ is a science-fiction wargame which pits the
forces of The Alliance of Free Stars against those of the
predatory Ur-Quan Hierarchy. The game is designed so
that you can ease into play, familiarizing yourself with
menus, options and player controls.
The Alliance and Hierarchy each possess seven different
types of warships. Each vessel has its own maneuvering
and firing characteristics, plus a unique special power that
you can employ when circumstances dictate.
System Requirements
To play Star Control you need the following:
•
512K of memory for EGA and CGA;
•
64OK of memory for VGA, MCGA, and Tandy 16-color.
•
A blank formatted disk to save games if playing from a
floppy drive.
Note: An IBM AT class machine running at 8+
MHZ is recommended. If you have a slower
machine, see “If You Have A Slower Machine” in
the Configuration section below.
Though you may play from floppy disks, we recommend that
you install the game on a hard disk. You’ll load the game
faster, and eliminate disk swapping. The Installation section
describes hard disk installation.
You can play the game in single-player or two-player mode.
Each player can use either the keyboard or a joystick. See
the Player Controls section below for diagrams of keyboard
and joystick controls.
1
SrAR(ONTROL
Back Up Your Game Disks!
The program comes without on-disk copy protection.
We highly recommend that you back up the program using
normal DOS Copy commands (see your DOS manual).
If your computer has a 5 1/4" -1.2 megabyte, or another
high-capacity floppy disk drive with 720 kilobytes or more of
storage space, you can copy Star Control onto a single
disk. Follow your DOS instructions to format a new disk,
then use DOS copy commands to copy all the files from
Star Control Disk 1 and Disk 2 onto the blank, formatted,
high-density floppy disk.
When you’ve finished backing up, store the original disks in
a safe place, such as a nuke-proof vault in Geneva, or
maybe the game box.
Installation for a Hard Drive System
We have included a special installation utility on Disk 1
which copies the program to your hard drive. Follow the
installation instructions below.
1
Turn on your monitor and computer.
2
Insert Star Control Disk 1 into drive A.
3
At the C> prompt, type A: and press Enter.
4
At the A> prompt, type INSTALL and the letter of the
drive on which you intend to install the game, followed
by a colon. For instance, typing INSTALL C: creates a
directory called STARCON on drive C.
5
Follow the on-screen directions to complete the Installa
tion procedure.
2
Starting the Game
From a Hard Drive System:
1
Turn on your computer.
2
At the C> prompt, type CDXSTARCON and press Enter.
3
Type STARCON and press Enter.
From a Single Floppy Drive System:
1
Insert your DOS Disk in drive A and turn on your com
puter.
2
At the A> prompt, replace the DOS disk with Disk 1.
3
To start: Type STARCON and press Enter.
4
The program will soon prompt you to insert Disk 2.
You will not have to swap disks again.
From a Dual Floppy Drive System:
1
Insert your DOS disk in Drive A and turn on the
computer.
2
At the A> prompt, remove your DOS disk and insert
Disk 1 in drive A.
3
Insert Disk 2 in drive B.
4
To start: Type STARCON and press Enter. You won’t
need to swap disks during play.
From a Single High-Capacity Disk Drive:
1
Turn on your computer.
2
Insert your Star Control disk into the drive.
3
At the A> prompt, type STARCON and press Enter.
3
star(ontrol
Configuration: Setting Graphics,
Sound, and Other Options
Most likely, Star Control will run smoothly on your com
puter. The program automatically detects the nature and
presence of your system’s graphics, sound, and joystick
hardware, then configures the combination best suited for
your machine.
However, in the event that you have unusual hardware [for
example, a “compatible” sound board) Star Control may not
recognize your equipment. To solve this problem, you can
manually override any of the automatic configuration op
tions by typing one or more command line options immedi
ately after typing STARCON — but before you press Enter.
For example, typing:
STARCON /S:adlib
forces the program to use Adlib sounds. You can also
combine more than one command line option. If, for
example, you type:
STARCON /S:cms /G:mcga
the program will use CMS sounds with MCGA graphics.
Remember to put a space after STARCON, and one be
tween each additional command line option.
Command Line Options
Sound (use one only):
/S:mt32
Roland MT-32 or LAPC sound
and music
/S:adlib
Adlib sound and music
/S:cms
CMS sound and music
/S:tandy
Tandy 3-voice sound and music
/S: internal
Internal speaker sound and music
/S:silent
No sound and music
4
Graphics (use one only):
/G:mcga 256 color VGA or MCGA graphics
/G:ega
16 color Enhanced Graphics
/G:tandy
16 color Tandy Graphics
/G:cga
4 color Color Graphics
Miscellaneous:
/spartan A “no frills" mode to allow faster play
on slower machines
If You Have a Slower Machine:
Star Control works best on an AT-class computer with a
speed of at least 8 megahertz. However, you can make
the game run adequately on a slower computer by running
the game in CGA mode. Use the /spartan command line
option and turn off sound with the /S:silent command-line
option.
Note: Using a joystick also slows play. For best
results, use the keyboard.
If You Want to Automate Your Configuration
Options:
To make a batch file which automates your specialized
configuration settings, follow these steps:
1
Type CDXSTARCON
2
Type copy con Play.bat and press Enter.
3
Type starcon /g:cga /s:internal /spartan, or your
own configuration options, remembering to place a
space between STARCOIM and each command line
option.
4
Press FB and then Enter.
5
Now, each time you wish to start the game, type Play
and then press Enter.
5
STAR(ONTROL
Houv to Pass Professor Zorg’s Alien
Etiquette Exam
After you’ve started the game, and the title screen ap
pears, press any key. The exam will appear. Use “Profes
sor Zorg’s Guide to Alien Etiquette” (the codewheel) to pass
the exam:
1
Read the introductory paragraph, then study the four
alien words at the bottom of the screen.
2
Find the first alien word on the largest ring of the
codewheel, the second on the middle ring, and the
third on the smallest ring. Line the first three words
up carefully, and find the fourth alien word on the face
of the small wheel. Read the response printed in the
word’s cut-out window.
3
Type the response on your keyboard, then press
Enter. (In the figure below the correct response would
be “Greet”.)
4
If you’ve answered the exam correctly, the Main
Activity Menu appears. If you err in etiquette, you’ll
have 2 more chances to read a question and supply
the answer.
Professor Zorg's Guide
toAlien Etiquette™
f
JH j
You plop down in front of your computer one morning only to
discover that in the night it has made some modifications to
your chair. Metal restraints suddenly flick out pinning your
limbs. A swirling hypnotic pattern forms on your display along
with an ominous message,
"Ogallala Ibuba Thrddash Shlupp"
What is the proper response?
Figure 7. ZORG EXAM
SCREEN
Note: Please store Professor Zorg’s codewheel in
a safe place; without it, you cannot play the game.
6
PLAYER CONTROLS
One or two players can play Star Control, using one or two
joysticks, or just the keyboard. You can choose keyboard/
joystick at the Set Players Options Menu.
Note: For simplicity of use, we refer only to the
keyboard commands throughout this manual.
Menus
Most aspects of gameplay in Star Control are accessed by
a system of menus. Each menu will list various options
which allow you to choose & outfit ships for battle, choose
strategic scenarios, etc.
To select menu items with the keyboard, use the cursor
arrow keys to highlight the one you want, then press
Enter to select a highlighted item.
KEYBOARD CURSOR CONTROLS
Moves Highlight
Selects Highlighted Option
To select menu items with the joystick, simply move the
joystick to highlight the one you want, then press Button
#1 to select a highlighted item.
JOYSTICK CURSOR CONTROLS
(Button #1)
Selects
Highlighted
LEFT ◄-----------
RIGHT
DOWN
7
star(omtrol
Keyboard Ship Controls
Default Flight Control
(can be reconfigured)
Hierachy
Alliance
Special
a
■
Rotate Left
|e|
>§888888888^
.§8888888888.'
Rotate Right
Ijj
| 1 J
Thrust
<8888888888^
□
Fire
[ c j
LEJ
III
Joystick Ship Controls
(UP/Left)
Thrust & Rot. Left
(UP/Right)
Thrust & Rot. Right
(Button #2)
SPECIAL POWER \ [UP)
\ Thrust
(Button #1)
Rot. Left
Rot. Right
[Hierarchy and Alliance Joystick controls are identical.)
Other Special Controls
Cancels last selection (in Full Game only)
Pause/resume play
Sound on/off
Exit any mode of play
8
EARTH’S TREATY OF
ALLIANCE WITH THE
FREE STARS
This document, “A Binding Consenting Concord Between
The Alliance of Free Stars and Earth” — dated 5.2.2612,
and signed by High Provost Ivana Or-Kochav and General
Juan O’Reilly, for the Earth; and Commander-in-Chief Bzrrak
Ktazzz and Secretary of Space Zeep-Zeep, for the Alliance
of Free Stars — formalizes the mutual bond forged in the
face of the threat posed by the evil Ur-Quan Hierarchy.
Article One:
Earth agrees to join immediately the Alliance of Free Stars,
and commit its military and civilian resources to the De
fense of the Alliance of Free Stars against the unbridled and
impudent attacks of the Ur-Quan Hierarchy. Earth forfeits
prior sovereignty and agrees to place Star Control, its
military and diplomatic structure, under the control of
Alliance C-in-C Bzrrak Ktazzz and Secretary of Space Zeep-
Zeep for the duration of this agreement. The agreement
shall remain in force for as long as the Hierarchy menace
persists.
Article Two:
The Alliance of Free Stars commits itself to the defense of
Earth against the threat posed by the forces of the Ur-Quan
Hierarchy. Earth agrees that the Alliance’s military leaders
are entitled to deploy Earth’s forces in a manner that best
protects the constituent members of this federation.
Article Three:
The military and diplomatic commanders of the Alliance,
and those of Star Control [now subsumed into the General
Staff Structure], shall pool their resources and merge
personnel. General Juan O’Reilly joins the Alliance
9
star(ohtrol
Article Three (continued):
General Staff with the rank of High Commander, Earth
Planetary Region. High Provost Ivana Or-Kochav assumes
the title of Assistant Undersecretary of Space. Both will sit
on The Supreme Council of The Alliance of Free Stars, and
vote on all key security issues which the Supreme Council
considers.
Special Clauses:
Should the Alliance be defeated at the Hierarchy’s hands,
the Concord is null and void. In case of an outright Alliance
victory, the united Supreme Council will determine the
appropriate steps.
Failure to defend the Earth, or its space stations, lunar or
belt colonies may be taken as cause by Earth for leaving the
Alliance.
Any deviation from this Agreement by Earth ends the
Alliance’s obligations and Star Control will become an inde
pendent entity of the sole control of the United Nations of
Earth and surrounding environs.
Signed This Day, 5.2.2612 in The Hall of Everlasting Peace
and Forebearance, Headquarters of the General Staff of the
Alliance of Free Stars.
Zeep-Zeep
Secretary of Space
Ivana Or-Kochav
High Provost
10
PLAYING THE GAME
Once you’ve passed Professor Zorg’s Alien Etiquette Exam,
you view the Main Activity Menu. This is your gateway to
play. We suggest that you learn the ships and their capa
bilities in Practice mode, then move on to Melee, facing
your enemy in a realistic combat environment. At the Full
Game level, you make strategic moves, such as mining,
colonizing, fortifying, and moving your ships from star to
star in three-dimensional space.
The Main Activity Menu
BEST
CONTROL HUMAN
USING KEYBOARD
PRACTICE |
MELEE |
FULL GAME |
SET PLAYERS|
QUIT |
CONTROL HUMAN
USING: KEYBOARD
PRACTICE FIGHTING HITH ANY THO SAIFS.
Figure 2. MAIN ACTIVITY
MENU
This screen displays the primary Play options and the cur
rent game setting for both Alliance and Hierarchy players.
Select an activity by highlighting your choice and pressing
Enter. A short description of the highlighted activity is
printed in the text window at the bottom of the screen.
Setting Player Options
|7+4I^n+^>Z
FILL1.!'"'I
CONTROL
♦
HUNAN
I
(
HVMfiN
|
COMPUTER
1
<*'
1
—1
COMPUTER
CYBORG
CYBORG
h
PSYTRON
1
PSYTRON
USING
RATING
»
KEYBOARD
1
STANDARD
|«
JOYSTICK
1
GOOD
|
ANESONE
|
|
COMPUTER FIGHTS BATTLES FOR HUMAN PLAYER
j|
Figure 3. SET PLAYERS MENU
11
STAR(bhlTROL
Setting Player Options (continued)
When you select this option from the Main Activity Menu,
the screen changes to show the possible game settings.
Current settings are marked by black diamonds. When
you’re satisfied with the settings, highlight OK, and press
Enter to return to the Main Activity Menu.
Control Options
Control options determine who controls the Hierarchy and
Alliance sides in both strategic and combat modes. Control
options are:
Human
The Human player (you) totally controls the
side, making all strategic decisions and
fighting all battles.
Computer
The Computer totally controls the side. The
computer controls ship selection in Practice
and Melee, as well as Fleet Command in Full
Game.
Cyborg
The human player makes strategic choices.
But when battle occurs, the computer takes
over full combat responsibility.
Psytron
The human player fights all battles, while the
computer decides all strategy.
Using Option
For the Human, Cyborg or Psytron options, the player can
choose whether he wishes to use keyboard or joystick
control.
Note: Establish the Using setting before switching
from Human to Cyborg or Psytron.
The Rating System
When you set a Rating, you decide how skillfully a computer
player controls his side. You can set the rating to Stan
dard, Good or Awesome.
12
For Psytron and Cyborg control, Rating sets the skill with
which the computer controls its portion of play. A player
who can defeat an Awesome opponent in either Melee or
Full Game is worthy of respect indeed.
Bulletin from ComSim Central
Dispatch from Ariloulaleelay Colonel Faffywaffy to Alliance
Cadets:
“All new Alliance pilots are hereby assigned to ComSim
Central, the full-sensory simulation specially designed to
prepare new warriors for space combat. Upon arrival, new
pilots will be welcomed and given a tour of the facility.
“Each new commander is heartily encouraged to review
the characteristics of enemy craft while at ComSim. Once
refreshed, you’ll be asked to choose a vessel (one of each
type flown by the seven Alliance races is available) for your
first simulated flight.
“This is the real classroom. We’ll be monitoring your
performance from the control room, seeing how you
maneuver, gain attack position, and evade the enemy.
We’ll be checking weapons selection, as well as your
judgment in resource management.
“Now’s the time to muff the approach, or activate your
main weapon system a trifle late. Put your flight gear
on, receive Tishtushi’s Blessing, and hit the flight deck
running!!”
13
srAR(briTROL
PRACTICE
In Practice, you can match any ship against any other ship
in combat. Whether the ships selected are from the same
side (Hierarchy or Alliance), or whether they’re on different
sides, you select them the same way.
To view a ship (including technical specifications):
Highlight the ship desired and press the spacebar.
nBQJBBBB BFSS
Figure 4. VIEW SHIP SCREEN
To select a ship for Practice: Highlight the desired ship
and press Enter. Once you’ve selected two ships, the
display changes to the Combat Screen.
FSMR ETSBBBBB
UR-QUAN DREADNOUGHT
HU6E SLOW. HERKIY WEAPON LAUNCHES FIGHTERS
CUSmEEBBtHS
Figure 5. SHIP SELECTION
SCREEN
Note: If you’ve selected Computer or Psytron
Control for one or both sides, the computer auto
matically picks a ship to fly against you. If you
want to control ship selection, change the setting
to Cyborg.
14
Flying Ships in Combat
In practice combat, you can fight as long as you want.
When one ship is destroyed, the battle starts anew with
the same pair of ships. The action is interrupted only when
one side wants to choose a new ship to fly.
To select a new vessel to fly, press F1O, then F1, and you’ll
return to ComSim Central. To return to the Main Menu,
press F1O once more.
Basics of Maneuver
Maneuver consists of thrusting forward and rotating your
craft left or right. You can give commands to thrust and
turn independently, or issue them simultaneously.
Note: Refresh your knowledge of the Ship Control
keys by referring to the Ship Control section in the
Getting Started portion of this manual.
Gravity & Inertia
Gravity attracts spaceships which have come near a planet.
The pull increases as you approach the planet. A ship
colliding with a planet can suffer serious damage or even be
destroyed.
Inertia is the tendency of an object in motion to remain in
motion. A vessel gains inertia upon thrusting. Collisions
result in the exchange of inertia, and affect smaller craft
more than larger vessels.
The Basics of Shooting
A crucial element in shooting is the preparation which
precedes the shot. Achieving an effective shooting posture
requires that you keep several things in mind:
•
The type and range of weapon you’re firing.
•
The defensive capabilities of your opponent, both in
defensive weaponry and evasive potential.
•
The position of other objects, such as planets and
asteroids, which may affect either craft or the course
of the fired weapon.
15
STARCpriTROL
The Basics of Shooting (continued)
Remember, too, that an opponent’s evasive maneuver can
set up an unwelcome exchange of positions. A turn taken
to avoid damage can lead to an unwelcome reversal of
roles.
Note: Again, consult the Ship Control section for
a review of firing controls in keyboard and joystick
modes.
Taking a Hit
When your spacecraft is struck by an enemy weapon, it
loses crew members, shown as green dots on the Ship
Status Display. The damage a weapon will do to a target
depends upon the weapon's characteristics and, at times,
the firing range.
Destroying Enemy Ships
You destroy an enemy ship by eliminating all of its crew
members. A few weapons can destroy a vessel with a
single shot, but you usually require several to finish the job.
Special Powers
Each vessel has an unique special power. To learn more
about the special power of each ship, read both The
Alliance’s Computer Reconstruction Report on the Vessels
of the Ur-Quan Hierarchy, and The Hierarchy’s Estimation of
the Capabilities of Alliance Warships.
The Window Display
The Window Display shows you the physical universe you
occupy in Star Control. Depending on which aspect of the
game you are currently playing, the window will display
stars, ships, planets, asteroids, weapons and anything else
“out there.”
16
Fuel Usage
Fuel is expended by firing weapons or by using your special
power; however, normal maneuvering is “free.” If you do
not have enough fuel to perform an action, the word “fuel"
on your ship's status will flash, and you must wait until you
have regenerated enough fuel.
Ship Status Display
While you engage in combat, Ship Status Displays appear
at screen right, informing you of basic facts about the two
combatant vessels, as well as measurements of relevant
ship status information. Check the combatants’ displays
whenever you have a respite.
Race Name
Ship Silhouette
. Fuel
'V' Crew
\ ' Captain’s Name
x Captain’s Visual Display
Figure 6. SHIP STATUS DISPLAY
17
STAR(bHTROL
71 Flare Frontal Spathi Attack"
MELEE
True competition between the Hierarchy and the Alliance
begins in Melee mode. In this form of play, each side has a
fleet of seven ships — one from each alien race. Players
for both sides take turns selecting a ship with which to
fight.
To pick a ship, highlight the desired vessel, and press
Enter. If you pick the question mark, the ship will be
chosen randomly. When a ship is destroyed, it is crossed
off of that side’s ship roster. The player must now select a
new ship with which to attack the enemy.
When a player has destroyed all of his enemy’s vessels, he
wins and is awarded a musical fanfare, a victory screen,
and a summary of his remaining ships.
18
"Ur-Quan Giving Orders to Spathi”
COMPUTER RECONSTRUCTION REPORT: H.L. 3
ENEMY VESSEL SPECIFICATIONS SYNTHESIZED FROM
GATHERED SPACE DEBRIS.
Priority One Alpha, Eyes Only: Star Control General Staff
and Earthling Cruiser Captains.
Retrodigestive Data Disposal strongly urged.
Issued by Division of Synthetic Special Reconstruction,
Intergalactic Intelligence ["SSRII”) Star Control Headquar
ters, Geneva, Switzerland.
May 14, 2612.
In the wake of the special request by Star Control Com-
mander-in-Chief Karen Chin Singh, received by SSRII in the
wake of the fateful meeting between the Cruiser
SpaceDuster and the Chenjesu envoys, we have compiled
this report (#1232.3.3.55.1/2A], detailing the findings of
19
STAR(ONITROL
COMPUTER RECONSTRUCTION REPORT: H.L. 3
(continued)
SSRII’s computer synthesis squad. Operating under sealed
conditions in a security lab somewhere in Europe, the
reconstructionists meticulously examined assembled space
debris from near and far galaxies. The object: Identify and
analyze likely spaceships of the Ur-Quan Hierarchy.
Each team was assigned the reconstruction of a particular
Hierarchy race and its vessel. Their members relied upon
a set of networked computers running state-of-the-art
graphics and post-animation software. Working in consort,
they painstakingly gathered fragmentary evidence of Hierar
chy beings and their ships.
The Division of Synthetic Special Reconstruction has as
sembled a detailed portrait of the civilization, structure, and
technological attainments of each subject race:
RACE: UR-QUAN
The Ur-Quan race is the oldest in known space. Ur-Quans
are a slaving race with a rigid social order that includes the
numbering of each Ur-Quan unit. Such structured classifi
cation reveals the hierarchical essence of this ancient
species. SSRII’s attempts to quantify the specifics of Ur-
Quan ranking were in vain.
Ur-Quan technology is very advanced, and the Ur-Quan
temperament is expressed in the careful cultivation and
exploitation of squads of interstellar agents funnelling intelli
gence to their masters.
The Ur-Quans’ appearance is interesting, given the race’s
essentially predatory disposition. Resembling a giant cater
pillar, a fully-grown Ur-Quan is formed of a segmented body
tube ten meters long and two meters in diameter. The Ur-
Quan equivalent of a face is rich in sensory organs. The
tubed creatures are clawed, which allows them to cling
tenaciously to the roped ceilings of their dreaded
Dreadnought craft.
20
The Ur-Quan uses a particularly striking means of trans
species communication. The “Talking Pets”, an Ur-Quan
invention genetically engineered for the purpose, telepathi
cally interpret Ur-Quan commands into the spoken lan
guages of subordinate species, and reverse the procedure
when receiving extra-special transmissions.
The Ur-Quan live to subjugate lower species; war is their
raison d’etre and their inspiration. They treat the other
members of the Hierarchy as serf-races, bowed to the
master’s will and fearing his predictable wrath.
SHIP: THE UR-QUAIM DREADNOUGHT
The Ur-Quan Dreadnought is the single most devastating
ship in known space. Alternately termed “Planetary Siege
Units”, a single specimen of this feared ship has succeeded
in subduing and enslaving entire worlds. A sole Ur-Quan
commands each Dreadnought, manipulating heterogeneous
crews assembled from the Hierarchy’s slave races.
The central Dreadnought weapon is a long-range fusion bolt
of immense destructive capability. A ship may fall to a
single well-aimed bolt.
The Dreadnought can also launch a small squadron of self
motivated fighters, which systematically seek out enemy
vessels and autonomously fire short-range lasers. These
special fighters are of limited range, however, and return to
the mother ship after each sortie. Left in space, they
expire.
The Dreadnought’s chief liability is its mediocre turning
speed - a chink, not a fatal flaw, in its awesome armor.
RACE: MYCON
Our researchers were partially baffled when confronting the
fragmentary remains of Mycons. The Mycons are bright
fungus men possessing an obscure set of behavioral aes
thetics and motivated by unknown factors.
Mycons reproduce by belching clouds of minute spore
particles into the atmosphere; when the particles come to
21
STAR(briTROL
RACE: MYCON (continued)
rest on a living being, they affix themselves and start to
grow. When the DNA dust lands on a Mycon, the genetic
materials are mixed; otherwise, a clone of the Mycon
sporer is created. By bathing themselves in concentrated
radiations, the creatures induce collective budding and the
replacement of lost crew members. Hence the term:
Mycon Regeneration.
No doubt exists as to the slavish loyalty of the Mycons to
their Ur-Quan masters. Having joined the Hierarchy in an
act of free will, the Mycons show fungal fanaticism in their
wholesale adoption of Ur-Quan aims.
SHIP: THE MYCON PODSHIP
Mycon Podships rely upon a tracking Plasmoid, a ball of
coalesced energy which uses a highly-developed tracking
system to lock on to, and home in on, a target. Deadly at
close range, the Mycon Plasmoid is diffused as it travels
longer distances.
The Mycons have the amazing ability to regenerate their
crew. A podship must have full power to begin regenerat
ing crew, however; completion of the regenerating act adds
four furious fungal fighters to a podship’s crew.
RACE: ILWRATH
This Hierarchy race epitomizes evil. The llwrath are
spiderlike creatures committed to an absolute religion,
llwrath piety dictates a devotion to a frightening higher
calling. An llwrath crew receives spiritual endorsement in
the accomplishment of vicious surprise attacks. Moreover,
llwrathian faith opposes the taking of prisoners.
Given the race’s devotion to war, the alliance with the Ur-
Quans is entirely natural. However, fragmentary recon
struction of one Ur-Quan - llwrath summit dialogue shows
that even Ur-Quans show restraint in the face of a belliger
ent faith. One multilingual Ur-Quan Talking Pet inscribed
the following note in shorthand, deciphered by SSRII’s
interstellar linguist:
22
“llwrath hospitality best accepted in small doses. Dinner fit
for a spider. Entertainment a grisly TELEVDR recap of
annihilation of Chenjesus. Most enjoyable.”
SHIP: THE ILWRATH AVENGER
The llwrath Avenger maneuvers effortlessly. The Avenger
relies upon the deadly HeliFire Blast, which is potent at
short range.
The Avenger’s unique cloaking powers render the ship
invisible. Combined with the Avenger’s aggressive instincts,
this stealth capability makes the Avenger the ideal attack
weapon.
The Avenger’s maximum speed doesn’t match that of the
Alliance’s best ships. This weakness is concealed, how
ever, unless enemy vessels remove themselves from the
Hellfire Blast’s effective range. Rumors suggest that
Avenger crews chant a death spell after successful battle,
contorting their spidery forms into joyful frenzies and parox
ysms of unearthly pleasure.
RACE: VUX (Very Ugly Xenoform)
The process of synthetic reconstruction of the VUX pro
duced evidence of a plodding, homely race whose dedica
tion to duty is matched only by its temperamental outlook.
The VUX is a bipedal assemblage of an octopus and a slug,
and has inherited the least appealing features of both.
With its single, unblinking eye, the VUX is sensitive to wide-
spectrum EMR, and well-adapted to the low-light environ
ment of its home world.
The VUX’s physical repulsiveness is matched by technologi
cal advances and enormous linguistic-perceptive powers.
This language translation ability allowed one VUX ship to
intercept the communications of one Cruiser’s commander,
who had just sighted the VUX on his laser display. The
Captain’s offhand remark about VUXian looks led to a
severe Xenoform backlash. The offended VUX, nursing
a sense of collective insult, soon attached itself to the
Hierarchy.
23
star(omtrol
RACE: VUX (continued)
To this day, the VUX find pleasure in repaying the Earthling
insult; their crews’ unblinking eyes glisten in unison at the
sight of a sizzling Cruiser which has taken the force of a
VUX laser full-bore.
Nonetheless, SSRII’s resident Socioanthropsychs claim that
the VUX’s hostility may not be engraved in duralloy. They
urge future overtures towards the VUX once the Alliance
smashes the Hierarchy threat.
SHIP: THE VUX INTRUDER
The VUX Intruder carries a sole, monstrous optical laser
that burns through several meters of duralloy in a few
seconds. The craft’s stasis-pulse battery, with its enor
mous capacity, powers the optical laser.
The Intruders are capable of appearing in Truespace adja
cent to any enemy vessel; the crews’ navigational abilities
make the sneak attack a favorite tactic of these bipedal
nasties.
An additional Intruder offensive weapon is the “Limpet”,
which launches inside a protective cocoon which automati
cally targets enemy vessels. Upon nearing a target, the
cocoon cracks, releasing the limpet to clamp down upon
the enemy vessel’s hull. The combination of inflicted
damage and added mass decreases a starship’s maneuver
ability. Only after battle can a damaged ship remove the
offending limpets.
24
"Removing VUX Limpets After a Battle"
RACE: ANDROSYNTH
SSRII employed a special team of Socioanthropsychs to
analyze the Androsynths, which are humanoid clones. This
race of renegade clones has been a thorn in the side of
Star Control since it “emigrated” in the year 2535, shortly
after physics experiments in which a team of Eurasian
scientists subjected the clones to a series of cruel experi
ments. The resultant Hamburg revolt — in which the
captive clones seized effective control of the Baltic port for
a time — collapsed, spurring the Androsynths to seek
haven in space.
Androsynth “animosity” towards Earthlings is well-docu
mented; the clones’ wellspring of emotion has fueled
seventy-seven years of hostility. They adhere to Ur-Quan
discipline gladly, as the Hierarchy’s warmongering sates
the Androsynth’s lust for revenge.
25
star(ontrol
RACE: ANDROSYNTH (continued)
Many an Earthling cruiser with an uncluttered laser display
has flown on full-alert in regions where Androsynth Guard
ians have occasionally been sighted. The thought of an
undetected, glittering Guardian in the neighborhood has
spurred some cruiser captains to pulverize asteroids in
hallucinations known in the flying fraternity as ‘clone fever’.
SHIP: THE ANDROSYNTH GUARDIAN
The Androsynth Guardian consists of a strange layering of
blue glass and platinum metal alloys. Its structure reflects
the clones' obsession with aesthetics; in the words of one
of the SSRII team, the Androsynths are the “fashion design
engineers of space warfare.” The ship’s design may be
intended to lull an opponent into fatal complacency.
The ship’s main weapon is a molecular acid-based blob,
which is released in multiples and follows an erratic homing
pattern to an enemy vessel. The chaotic tracking path
baffles opponents’ defensive measures.
Guardian commanders can give orders in battle to collapse
a ship into a solid ball, simultaneously engaging a set of
powerful thrusters. The transformed vessel then hurls
itself at an enemy at terrifying speeds, causing enormous
damage if impact occurs. An Androsynth vessel in ‘comet’
form and carrying full fuel can hold its curled shape for a
substantial period; a Guardian low on fuel returns to its
normal shape more quickly.
The principle Guardian flaw is its slothful speed in normal
configuration. The ship cannot easily escape a fleet pur
suer; this defect probably explains the evolution of the
Androsynths special power.
RACE: SPATH I
The Spathi is an odd creature, resembling a panicked
mollusk. These naked space clams have leathery skin, and
a slimy interior which is known to ooze through their pores
when a Spathi is alarmed (a frequent occurrence). Stubby
26
pincers and bulging, unblinking eyeballs mounted on multiple
stalks complete the makeup of this timid creature.
Socioanthropsychs frame a stark portrait of the Spathi
outlook: creative, committed cowardice. The Spathis joined
the Hierarchy only to escape the Ur-Quans chilling threat of
annihilation.
The Spathis’ aversion to combat may explain why their
spacecraft are so crowded with crew members. Our
combat experts assure us that a Spathi perishes from
fright for each slain in combat.
SHIP: THE SPATHI DISCRIMINATOR
The Spathi spacecraft, the Discriminator, is designed with
fear in mind — Spathi fear, that is. The vessel is heavily-
armored, and built to decoy enemy fire away from the crew
containing sections. The latter swarm with frightened
Spathis.
Nonetheless, the Discriminator is fast and agile, a charac
teristic which led one Earthling crew to nickname the craft
the “space jitterbug.” Discriminators dodge most enemy
weapons.
The Spathi crew fires a small missile when flying towards an
opponent. The Discriminator preference is the worthy
B.U.T.T. (Backwards Utilizing Tracking Torpedo), a powerful
missile that fires directly backwards.
RACE: UMGAH
The Umgah are blobbish creatures consisting of three main
body parts: mouths, eyes and tentacles. Their heightened
sensory appendages do not compensate for an appearance
which, in the words of a tired SSRII syntho-reconstructionist,
“gives the VUX a run for their starbucks.”
The Umgah are marked by an unusual sense of humor, a
cosmic wittiness fitted to their bizarre appearance.
Umgahs regard their participation in the Ur-Quan Hierarchy
27
star(ohtrol
RACE: UMGAH (continued]
with bemusement, and the conflict between the Hierarchy
and the Alliance as an ongoing intergalactic prank. Bore
dom, as ever, motivates all creatures to feats of deadly
purpose.
SHIP: THE UMGAH DRONE
The Umgah fly an anti-matter cone whose profile, when
analyzed, projects forward. The Drone’s navigational atti
tude can be maintained indefinitely without loss of power,
and lets the ship be both weapon and shield against incom
ing missiles.
Enemy vessels entering the Umgah Drone’s anti-matter
cone take immediate, often fatal, damage.
The Umgah rely on a phenomenal retro-propulsion system
which hurls the ship backwards with terrific force, endan
gering any enemy vessels sucked into the anti-matter cone.
Retro-propulsion drains great amounts of energy; however,
the Drone’s power is unilaterally restored after a prolonged
delay in which the Umgah are noticeably vulnerable.
Commence Retrodigestive Data Disposal — Security Ex
perts, Division of Special Synthetic Reconstruction, Interga
lactic Intelligence.
DECRYPTION OF AN UR-QUAN TRANSMISSION:
AN ESTIMATION OF THE CAPABILITIES OF
ALLIANCE WARSHIPS
JUNE, 2612.
Ur-Quan Dreadnought Report,
Talking Pet Transcription
A review of the abilities of Ships of the Alliance of Free
Stars demonstrate an inferior capability — underpowered
vessels of primitive technology lacking in armor, and com
manded by specimens of inferior races.
Of all the Alliance races, only the crystal-based culture of
the Chenjesu Broodhome offers a serious test to Hierarchy
28
commanders. Dreadnoughts are hereby instructed to
obliterate the upstarts at every opportunity, sparing none.
Associated Hierarchy members: Your well-being depends
upon the faithful execution of Ur-Quan directives. Failure to
eliminate Alliance ships will result in severe and immediate
censure!
CHENJESU
The Chenjesu are the most potent of the Alliance races.
Crystalline in substance, existing on electric energy, they
control both electrical and crystalline life forms. The
Chenjesu is a philosopher-race; their highest achievement is
“The Book of Bzzbezzu Kzaaz,” no better than a fourth-eon
Ur-Quan Quardmaster’s ruminations.
The Chenjesu operate a marginal defense establishment by
Ur-Quan standards. In Alliance terms, the crystal-produc
ing creatures are wizards, their Broodhome warship the
proof of an advanced society. The Broodhome fires large
crystalline life forms, a large crystal which fragments upon
Chenjesu command and the D.O.G.I., which home in on a
target and endeavor to steal its energy by sucking it out
through the hull. Broodhome crew manufacture D.O.G.I.’s
on board.
Though its maneuverability is limited, the vessel is relatively
powerful. The Chenjesu Broodhome carries a sizable crew
and a plentiful supply of fuel.
Summary: A race of rudimentary accomplishments, by the
standards of Ur-Quan society. Still, Chenjesu Broodhomes
may pose some threat to lesser Hierarchy vessels.
YEHAT
The Yehat are peculiar arboreal creatures who pride them
selves on their association with the wild Shofixti. Yehats
operate out of energized nebula which Dreadnoughts have
rarely entered. Unlike most of the cowards of the Alliance,
Yehats will not unilaterally flee at the sight of a Hierarchy
vessel.
29
star(ohtrol
YEHAT (continued)
Yehats fly a strange, darting ship, the Terminator, carrying
a high-energy force shield to provide immunity against
enemy attack. The Terminators’ shield derives from the
race’s electro-nebular origins.
When activated, the shield reduces the effectiveness of the
ship’s main weapon — an energy missile released from a
pulse cannon. Astonished Dreadnought commanders have
reported the absorption of moderate damage from the vine-
climbing-Yehats’ vessel. The Terminator is usually dis
patched by the actions of a pair of Dreadnought fighters on
special mission.
Summary: Primitive but proud, the Yehat violates the basic
rule of the Alliance: turn tail when a worthy Hierarchy
vessel blips onto a laser display. Beware of the
Terminator’s pulse cannon.
MMRNMHRM
The Mmrnmhrm are a consonantal, robotic race with an
almost admirable level of technological attainment — for a
member of the Alliance, anyway. These fragments of metal
disks fear vowels nearly as much as they do a Dreadnought
closing in at full-bore.
ProtoQuotoSynthetic assembly of a captured, splattered
Mmrnmhrm indicates evolution from a technologically
competent progenitor. This ancestral imprint may explain
why a member of an essentially laggard confederation has
developed a nearly clever ship. The “X-Form” appears in
one of two guises: a blocky, slow vessel which fires a laser,
and a quick, fighter-profile form which tries to counter
Hierarchy weapons with a missile. Mmrnmhrm captains
switch forms to save their craft, or, occasionally, to mount
a surprise charge.
Summary: An almost interesting robot race offering a
modest technological challenge. Still, Mmrnmhrm X-Forms
are fodder to Dreadnought commanders who observe
carefully their metamorphic tricks.
30
ARILOULALEELAY
A race of space elves, the Ariloulaleelay are mischievous
creatures. Previously tormentors of the human race, they
fly the Skiff, a small vessel with respectable turning speed.
The Skiff’s propulsion system features a novelty among
Alliance crafts, inertia-less drive. Skiffs accelerate with
infinite thrust, and cease forward motion upon command.
The Arilou ships fire auto-aim lasers, and can teleport out
of danger. The resulting hyper-jump whisks a threatened
Skiff randomly out of contact with an enemy. Occasionally,
the hyper-jumps result in the spectacle of a Skiff’s instant
destruction upon collision with an unexpected astral body.
Summary: The Arilous will attempt to avert inevitable doom
by utilizing inertial-less drive and multiple teleporting. Hier
archy commanders, eliminate Skiffs before they resort to
these devices.
SYREEN
This race of humanoid females lacks a home world and
resorts to the cultivation of garden-like starbases scattered
throughout space. Since Syreens are barred from recruit
ing from colonies, they resort to seizing “volunteers” from
colony worlds which they conquer. Syreens rely upon
weapons of allure and hypnosis to achieve their wicked
Alliance aims.
Syreens fly a rocket ship, the “Penetrator”, powerful by
Alliance standards, and rated QT1+ by the Hierarchy’s
Offense Analysts. The Penetrator carries a full complement
of wily Syreens; though the Penetrator fires a puny missile,
it prefers the Syreen Song. A Penetrator’s Captain acti
vates the Song at close range, setting up a hypnosis field
designed to lure enemy crew from their ships via airlocks.
When successful, this nefarious ploy depletes nearly all an
enemy’s crew — but for a sole holdout. The Syreens then
attempt to kill the undermanned ship with a rapid missile
strike.
31
star(ohtrol
Talking Pets recorded this exchange of an unsuccessful
crew transfer between an Earthling Cruiser and a Syreen
Penetrator:
Earthling Cruiser Zybernaught loaned a Syreen Penetrator
six crew members in an exchange approved by the
Alliance’s Commander-in-Chief. This experiment used the
flexible humanoids as a test for possible multilateral crew
exchanges between Alliance races. Zybernaught’s Captain
Zeke Zlniovic reported no difficulty recruiting volunteers for
the exchange program. ‘They lined up to board the transfer
vessel. I had to separate a few of the boys who got caught
up in hormonal overload’. The transfer was effected, and
after a few days, a strange thing occurred: Volunteers
began to send distress calls from the Penetrator hostess
ship. Requests to return were issued almost hourly, until
the Cruiser’s Space Dinghy was sent to take three volun
teers back to the mother ship. When the dinghy docked,
the returned lads entered the main crew compartment
gingerly. Unshaven, bleary-eyed and staggering, they imme
diately sought out the Cruiser’s dispensary. Captain Ziniovic
immediately radioed the Penetrator hostess ship, demand
ing the return of the remaining volunteers. The
Penetrator’s response: ‘Volunteers happy here, talk to you
tomorrow’.
Summary: Commanders, you are hereby instructed to
reject the melodic inducements of the Syreens. Keep a
reasonable distance from the Penetrator and destroy.
EARTHLING
Ur-Quan ProtoQuotoSynthetic reconstruction enjoyed the
process of assembling a profile of this amusing creature.
Earthlings are erect hominids who believe themselves to be
technologically advanced. In fact, the human race is mired
in the mentality and tools of the early post-Atomic age. Its
representatives alternate between threat and appease
ment. Its art is post-primitive, its system of government a
model of inefficiency featuring an archaic system of organi
zation — “bureaucracy,” believed to induce submission in
defiant individuals.
32
“Syreen with Hypnotized Crew”
The human ship, the Earthling Cruiser, is a ponderous
vessel. The Cruisers are a product of 20th Century Ameri
can technology. Still manufactured in Detroit, Michigan, in
Middle America, the Cruisers are one part Soviet booster,
one part Star Wars gadgets, and one part discarded auto
mobile parts. Powered by surplus Proton boosters, the
Cruisers are slow and vulnerable (Androsynths enjoy picking
them off for sport).
The Earthling Cruiser employs heat-seeking tactical nuclear
weapons. Its crew is multinational and operates under the
direct control of Star Control, Earth’s military defense
organization.
The Cruiser favors its Point Defense Laser, adapted from
antiquated U.S.A. Star Wars technology. The P.D.L. auto
targets and destroys incoming missiles at short range; our
missiles should evade this primitive laser easily.
33
STAR (b NT RO L
EARTHLING (continued)
The Alliance commanders keep Star Control under close
watch, having witnessed disasters such as the Earthling-
Syreen crew exchange and the accidental detonation of a
tactical “nuke” near an unsuspecting fleet of Arilou Skiffs.
Summary: Hierarchy commanders, dispense with Earthling
Cruisers without mercy and without delay.
SHOFIXTI
This primitive species of marsupial samurais has been
raised from the bottom by Yehat tutoring. The Yehats, out
of perceived kinship for a wild race, transmitted some basic
technologies to the Shofixti — enough to make them worthy
of Alliance membership. The Shofixti practice Yehat Ances
tor Worship.
The Shofixti possess a quality noticeably lacking in much of
the Alliance: bravery. Whether the Yehats imprinted this
attribute on the Shofixti personality — or whether it is a
result of the beasts’ inherent state — it serves them well in
battle. Shofixti captains reveal a fearless samurai attitude
in combat, zipping in and out of action like an Ur-quan in a
sky full of Syreens.
The Shofixti fly Scouts, tiny vessels which deliver an energy
dart capable of inflicting minor damage at a reasonable
range. When faced with failure, Shofixti frequently activate
a “Glory” self-destruct weapon which may destroy an enemy
vessel when activated at close range.
Summary: Do not underestimate the Shofixti Scout. Loyal
creatures willing to pay the ultimate price for the Alliance.
34
FULL GAME
Full Game combines strategic play with arcade-action com
bat. You develop resources, build colonies, purchase ships,
fortify stars, and plot moves through space while your
opponent is carrying out a similar set of actions. Both
sides compete to achieve superior strategic position, so
that combat occurs on advantageous terms.
Play is divided into turns, alternating between Hierarchy and
Alliance. On a player’s turn he can perform three (3) ac
tions, such as moving a ship, building a new ship, or devel
oping a mine or colony.
The game ends when one player fulfills his side’s victory
conditions. Total destruction of the enemy always results in
a victory, though not necessarily the easiest victory.
Selecting a Scenario
A ,v?: 'ft
CONTROL HUNRN • ♦
* CONTROL HUNRN
OSINO: KEYBOARD
USING KEYBORRO
,*BEGW?<r';S"lock"]
ESCALATION
I TOTAL k|AR |
FIRST ENCOUNTER | THt /$RT OF h|RR | PROUING GROUND |
EXTERMINATE’ |
ONSLAUGHT
| COUNTER ^TTRCI [
LOAD SAUED GAME |
A LONE SCREEN HOST PREUENT /jNDROSYNTH DEPLOYXNT.
Figure 7. SCENARIO
SELECTION MENU
To play Full Game, select Full Game from the Main Activity
Menu. When the Scenario Selection Menu appears, high
light and select one of the nine pre-set scenarios that come
with the game. (See diagram above.)
Wait until the Fleet Command View appears. The first
player is then prompted to begin his or her move. (For a
more detailed description of scenarios, see Appendix 1.)
35
star(omtrol
Loading a Saved Game
To load a saved game, highlight and select Load Saved
Game from the Scenario Selection menu. When the Saved
Game Selection menu appears, highlight and select one of
the currently saved games to play. Wait for the Fleet
Command View to appear.
Figure 8. SAVED GAME
SELECTION SCREEN
Note: Loading a saved game does not alter player
settings. Establish these settings before loading a
game.
Fleet Command View
□nee you have selected a Full Game scenario, you move to
the Fleet Command View [shown above). In the center of
the screen, you view a rotating starfield.
At screen right, you view a commander’s display: Fleet
List, Orders Window and Status Display.
Figure 9. FLEET
COMMAND VIEW
Fleet
Orders
Moves Remaining
36
The Fleet List
The Fleet List displays the ships presently in your fleet, their
type and name. When it is your turn, the first ship in the
Fleet List is highlighted and flashes in the rotating star
cluster. The Ship Icon which appears next to each ship’s
name illustrates its shape and provides a visual identity.
The name of each ship captain is displayed next to each
ship.
Orders Window
The Orders Window, which appears beneath the Fleet List,
shows you the move options in your present turn. To select
an active, colored, orders option, highlight and select as
you would any other menu item.
When an exciting event occurs, such as establishing a mine
or destroying a colony, this window displays an animated
reenactment of the event.
Remaining Actions
The three-buttoned Actions Indicator at the bottom of the
Orders Window indicates the number of actions available in
the present turn.
Commission Window
The Commission Window, which appears when you high
light the starbase in the Fleet List, shows you how many
St?
you currently have — as well as available ships to
buy, names and cost.
Status Display (Review)
The Ship Status Display appears during combat, and is the
same as that visible in Practice and Melee.
Note: You can interrupt any animation in Full
Game simply by pressing a key. You can interrupt
the graphic even during an opponent’s turn.
37
STAR<bHTROL
The Rotating Starfield
The rotating starfield is a spatial world, multi-dimensional
and moving about a vertical axis. It takes some time before
your eyes adjust to this environment, as your view con
stantly changes.
Stars
Stars are colored according to the kind of planets which
orbit them. Unexplored stars are indicated in blue. When
you move a ship to an unexplored star it changes color. A
purple star indicates a mineral planet, a green star a
colonizable planet, and a gray star a dead planet.
Mineral Worlds
Mineral worlds are hot, heavy, dense planets and contain
metals, ores, sulphurs and other compounds which may be
exploited for mining. When these minerals are prosessed,
they generate starbucks which allow you to build and power
new ships.
Life Worlds
Life worlds are green and temperate planets resembling
the Earth. They contain plenty of water and oxygen, and
are ideal locations for a race to build colonies.
Dead Worlds
Dead worlds are rocky wastes which never possessed
atmospheres - or had them obliterated in some cosmic
calamity. A dead world can be fortified by a resourceful
planner.
Ships
The number of ships each player starts with depends on
the scenario chosen (see Appendix 1: Scenario Descrip
tions). If you have a starbase, you can buy new ships, and
can have up to seven ships in your fleet.
Starbases
A starbase is a large, slow-moving space station at which
you can build new starships.
38
Note: We recommend that you guard starbases
with at least one combat vessel. An undefended
starbase is automatically destroyed if any enemy
ship reaches it.
Installations
A primary activity in the Full Game is building installations
which aid the player in conquering star clusters:
_ I
□
—
*
+‘
□
¥
Y
J
■
+
♦
7
*.♦
Colonies O
Fortifications □
Mines +
Figure 1O. THE ROTATING
STARFIELD
Colonies
A colony, established on a life world, provides a place for a
ship to recruit new members to replace those lost in com
bat. Colonies also speed ship movement, since moving
from a colony world does not cost an action. This benefit
does not apply to Starbases.
Mines
Mines, established on mineral worlds, earn the side devel
oping that world’s resources Starbucks at a rate of one per
turn (your starbase also generates one Starbuck per turn).
Fortifications
You establish fortifications as a defensive web through
which no single ship can pass or easily destroy (with the
exception of the Arilou Skiff and the Ur-Quan dreadnought).
Fortifications protect colonies and mines, and may block an
attack route to a starbase.
39
STAR(bHTROL
Fortifications (continued)
Should a single ship move into a fortification, it is stuck. To
free it, it must successfully besiege or be joined by a sec
ond ship which will automatically destroy the fort at the end
of the turn.
Destroying Enemy Installations
You destroy an undefended enemy colony, mine or fortifica
tion by moving onto it with any ship. Alternately, if you
defeat all enemy ships in battle which are guarding an
installation, you automatically destroy it. In some sce
narios, complete destruction of one type of installation may
result in the victory of your side.
Going to Combat
When a player completes his turn and has moved ships to
stars containing one of more enemy ships, a battle ensues
for each star under contention. For each battle, the Com
bat Transition Screen appears (shown below). Press any
key to begin the battle.
Figure 7 7. COMBAT
TRANSITION SCREEN
Note: In battles with multiple ships, the attacker’s
ships fight in the order they land on the star, while
the defender’s ships are selected to fight at
random.
40
Selecting a Ship to Command
To select a ship to command in Full Game, highlight that
ship’s name and select it. Now use the ship to build fortifi
cations, establish a mine or colony, or move to another star.
Giving Orders
When you want to give orders, scan the orders which apply
to the currently-selected ship in the Orders Window. High
light one of the active Orders options (the word’s color
indicates if it is available), and select. To cancel the order
option, press the space bar.
Some orders are carried out in one step; others, such as
Build or Move, require additional steps to complete the
command. Orders “in progress” are specially colored.
IMPORTANT NOTE: If you choose to build an
installation (colony, mine or fortification), but
interrupt during construction with a new order, all
work on that new installation will be lost.
Moving a Ship
To move a ship, follow these steps:
1
Highlight the ship in the Fleet List that you wish to
move, then press Enter;
2
Highlight Move in the Orders Window, then press
Enter;
3
When the Space Spines appear, observe the direction
that each extends, then move the Cursor keys or the
joystick to highlight the Spine extending in the desired
direction;
4
Press Enter to confirm the selection.
5
If you have actions remaining in your present turn, you
may select Move again to jump to another star.
Note: As with all other commands, Move uses
only one action, except for moving a starbase,
which requires that you use all 3 moves in a turn.
41
STAR(br'ITROL
Colonize
To colonize, you require a life world and two turns. Then
select the ship you wish to build the colony with, and select
Colonize from the Orders Window. Once a colony is estab
lished, friendly races may recruit from it.
Mine
You can build a mine only in a purple, mineral star system.
To do so, select a ship, then select Mine from the Orders
Window. A mine’s construction require two turns. A mine,
once established, generates one starbuck per turn.
Build
You can build a new ship at your starbase. When you
choose Build, a highlight appears in the Commission List at
the top of the screen. Move the highlight to the ship de
sired, and press Enter (but only if you have the required
Starbucks).
Figure 12. COMMISSION
MENU
Ships whose expense exceeds your current funds, or which
are not available in a given scenario, are marked N/A or
shaded and are not selectable.
Note: A fleet can hold no more than seven ships
and a starbase at any given time; see the section
on Scuttling for replacing ships when the limit has
been reached.
42
Recruit
You can recruit to replace crew members lost in combat.
Select Recruit, and your ship will regain its maximum crew
level. Syreen ships are not permitted to recruit.
Fortify
You can choose Fortify from the Orders window to build a
defensive web through which a typical enemy cannot pass.
As with colonies and mines, the raising of a fortification
requires two turns.
Besiege
You can besiege enemy fortifications, and if successful, the
fort is instantly destroyed. Your vessel can then move on.
To besiege, highlight and select Besiege from the Orders
menu.
Note: When a vessel besieges a fort, it has a
10% chance of destroying it. An exception is the
Ur-quan Dreadnought, which has a 33.3%
chance.
Scuttle
You can scuttle one of your fleet's ships (useful when you
wish to replace one vessel in a full fleet) by highlighting the
ship to be scuttled, then highlighting and selecting Scuttle
in the Orders menu. You can only scuttle when you already
have seven (7) ships.
Passing A Turn
Passing ends your turn. Highlight and select Pass in the
Orders Window.
43
star(ohtrol
Precursor Relics
In Full Game, you can discover Precursor* knowledge
tablets containing the imprint of valuable technological
relics. These are age-old, still-functional devices left in
stasis cubbies by the Precursor cultures.
There is random chance you may find a Precursor tablet
each time that your ship lands on an unexplored star.
When your ship finds a relic, it is added to the ship’s struc
ture. The vessel immediately improves in an area of ship
performance.
* The Precursors inhabited space approximately
3OO,OOO years ago. Both their origins and subse
quent demise are shrouded in mystery.
Whenever you gain a precursor tablet, the relic is indicated
by a silhouetted letter which appears on the discovering
ship. The letters and improvements are:
H
H
H
Fuel Packs Attached. Your ship’s maximum fuel
is now increased.
Crew Pods Added. You now have increased
crew capacity, but to gain more crew you must
recruit at a colony.
Dynamo Attached. Improves fuel regeneration.
Thrusters Added. Improves acceleration and
maximum velocity.
Control Jets Attached. Improves turning.
44
Strategic Ship Powers
Four of the 14 vessels in the game possess special
strategic powers:
Ur-Quan Fort Destruction
A single Ur-Quan vessel is able to destroy fortifications by
itself, without besieging. To do so, an Ur-Quan must simply
end its turn at an enemy fort.
Mycon growing new Crew
Mycon Crew Regeneration
Mycon ships regenerate crew after each battle. Once a
battle is concluded, and play returns to the Fleet Command
View, a Mycon ship regains its full crew complement.
Arilou Fortifications Immunity
The Ariloulaleelay have the remarkable ability to use
their Skiff’s hyperdrive shunt to pass through enemy
fortifications.
45
STAR(bNTROL
Syreen Crew Replenishment
The Syreen, barred from recruiting normally, can nonethe
less add crew to their Penetrators by conquering enemy
colonies and seizing residents. Doing so raises the
Syreen’s crew complement to its maximum.
WINNING THE GAME
You win a Full Game when you fulfill any one of the victory
conditions outlined in the Scenario Descriptions in Appendix
One. You always win a game by destroying the enemy’s
starbase and ships. When you win, you are awarded a
musical fanfare, a victory screen, and a summary of your
remaining forces. You then return to the Main Activity
Menu.
Saving a Game in Progress
Figure 13. SAVE
GAME MENU
To save a Full Game in progress (while in Fleet Command
View only):
1
Press F7.
2
If running from a floppy disk, insert a formatted disk
into the disk drive.
3
Select a number from 1-9 to identify the saved game,
and type it.
4
Type a name for the saved game, then press Enter.
5
When the save is complete, you return to the Fleet
Command View.
46
Fighter Pilot “Considering Its Options
APPENDIX ONE:
SCENARIO DESCRIPTIONS
Scenario One: Beginner’s Luck. An introductory scenario
in which you learn to establish forts and mines; few ships
and stars are found. Either side is victorious when its
forces completely destroy the enemy.
Scenario Two: First Encounter. The two sides square off
with modest, evenly-balanced forces. A moderate number
of stars populate space. You colonize and build ships, and
win by achieving total destruction of enemy forces.
Scenario Three: Exterminate! The Shofixti — starting
with a few colonies, a starbase, and six ships — confront
an Ur-Quan foe with a sole fortified colony and a single
Dreadnought. The Hierarchy player wins win by destroying
all enemy colonies or eliminating all enemy forces; the
Shofixti must kill the Ur-Quan Dreadnought.
47
star(omtrol
Scenario Four: Escalation. Each side starts with a single
starbase, 25 starbucks, and no ships. Use your cunning,
expanding slowly and building fortifications. Also possible: a
“blitzkrieg” against the opponent’s starbase. You win by
completely destroying the enemy.
Scenario Five: The Art of War. Both players begin with a
limited number of ships. An overall balance of forces
exists; however, Art of War features a series of individual
matchups that contrast individual ships’ strengths and
weaknesses. Win by destroying the enemy’s starbase.
Scenario Six: Onslaught. A Dreadnought Armada, unat
tached to any starbase (thus without ship-building powers),
rampages through an Alliance stronghold. The Ur-Quans
capitalize on an initial advantage to destroy Alliance ships,
mines and colonies. If Alliance forces survive to build new
ships, they try to tilt the odds against the Dreadnoughts.
Alliance victory occurs with the destruction of all Ur-Quan
ships.
Scenario Seven: Total War. An enhancement of Melee
mode, Total War pits the seven Hierarchy vessels against
the full roster of Alliance ships. There are no starbases, so
neither side can build new vessels. The player who colo
nizes, explores and fortifies most effectively gains the upper
hand. Win by total destruction of the foe.
Scenario Eight: Spathi Lesson. Their Ur-Quan masters
have sent the Spathi to destroy a Mmrnmhrm mining
outpost. The Hierarchy side wins if the Spathi pulverize all
Mmrnmhrm mines; the Alliance must eliminate all Hierar
chy ships to triumph.
Scenario Nine: CounterAttack. This time, the Hierarchy
is on the defensive as Alliance vessels invade Ur-Quan
space. The Alliance has money and a lone Chenjesu ship.
The Hierarchy have ships and income from mines, but no
money. You must destroy the enemy to win.
48
APPENDIX TWO: UTILITIES
Star Control comes with two separate utility programs to
allow you to customize game play even further. You cannot
use these utilities on the original disks. If you want to
change scenarios or the keyboard configuration, use these
utilities on your copy disks of Star Control.
Keyboard Configuration Utility
The Keyboard Configuration Utility — Keys.exe — lets you
reconfigure the keys you’ll use as the control keys in Star
Control.
1
Boot your computer as normal.
2
Type CDXStarcon and press Enter.
3
Type keys and press Enter.
The following screen appears:
■| Star Control(ta) Keyboard Conf t jurat low h
WIN FEMI
Fl. Pick new control keys for playing Star Castrol
rZ. ley JukIi* - Expert Kit with key coabiutiou
F3. Isformtios os keyboard coafijaratioa
Fll. Heit to BOS
Carrent ley Selections
Hiliaace
Hierarchy
light
t,l
Right
I3l
Thrust
I.I
Thrust (41
Fire
l/l
Fire
(5)
(Press a function key to choose an optioji).
Figure 14. KEYBOARD
CONFIGURATION SCREEN
F3
S
Select a new keyboard layout.
To experiment with the different keyboard
combinations.
To bring up a general information screen.
To exit the program.
When you press F1 to change the keyboard layout, you are
given the option of changing the Hierarchy or the Alliance
controls. Press the corresponding function key to select
your option.
49
STAR(ONTROL
Keyboard Configuration Utility
(continued)
After you've selected your keys, you'll be prompted whether
to redo them. Press N to keep them, or press Y to
change them again.
To save the new keyboard configurations, press F7 at the
control keys menu.
Scenario Editor
The Scenario Editor Utility — Edit.exe — allows you to
modify the scenarios which came with the game, and even
create new scenarios entirely of your own design.
1
Boot your computer as normal.
2
Type CDXStarcon and press Enter.
3
Type Edit and press Enter.
There are four (4) screens of settings. You can change to
a new page of settings by highlighting Menu and pressing
Enter. To change any setting, highlight it and press Enter.
If the setting has multiple options, such as a selection of
ships, each time you press Enter the selection will change
to the next option.
If the setting is a number, you are prompted to change the
value when you press Enter. Pressing Enter again con
firms the new value. Pressing Esc cancels your changes
and restores the setting's original value.
If the setting is a block of text, you may overwrite the text
when you press Enter. Pressing the arrow keys moves
the cursor within the block of text. Pressing Insert inserts
a blank space in front of the cursor. Pressing Delete
deletes the character at the cursor. Pressing Enter a
second time confirms the new text. Pressing Esc cancels
your changes and restores the setting’s original text.
50
Pressing F1 at any time will prompt you to load a
pre-existent scenario. There are only nine (9)
usable scenarios at any one time. If you wish to
restore the scenarios to their original condition,
copy the scenario files from your original Star
Control disks.
Prompts you to save the current settings as one
of the nine (9) current scenarios.
Clears all settings.
Quits to DOS.
Descriptions Menu
Figure 15. DESCRIPTIONS
MENU
Title:
Add your own title here.
Blurb:
A one line description of the scenario
First Move:
Toggles between Hierarchy and
Alliance
Random Events:
If yes is selected, Precursor relics will
be distributed randomly.
Description:
Here you can enter a full blown
description.
51
STAR(bHTROL
Hierarchy Menu
■f Star Control Scewrio Nltor f-
Item:
Niemrchy
Fleet Coaposition:
StnrBase No
StarBucks 8
Ship 1
- None -
Near
Ship 2
- None -
Near
Ship 3
- None -
Near
Ship ,4
- None -
Near
Ship 5
- None
-
Near
Ship 6
- None -
Near
Ship 7
- None -
Near
To Uin:
Destroy StarBase
No
Destroy All Colonies
No
Total 8
Destroy All Nines
No
Available for hirchase:
l)r-Quan Yes
Nycon Yes
Spathi Yes
ftndrosyiith Yes
UUX
Yes
Ilurath Yes
Uagah Yes
—| Use Arrows to Iteve ENTER,to change Fl-load F7-Save FS-Neo F18-Qait |”
Fleet Composition is composed of several fields which can
Figure 16. HIERARCHY MENU
be changed.
Starbase:
Toggles between Yes (the hierarchy
starts with a starbase) and No (they
don't have a starbase].
Starbucks:
Enter the amount of Starbucks to
begin with.
Ships 1-7:
Select the ships for the scenario. For
each ship, pressing Enter toggles
between the seven possible for the
Hierarchy.
Near, Intermediate,
Far, Anywhere:
Placement of the ship in relation to the
their end of the star cluster.
Value XX:
This field cannot be changed. It is for
informative purposes only, and lists the
cost of all the selected ships.
To Win:
Determines what the goals of the
scenario are, if any, in addition to total
destruction
With the following 3 conditions for victory, remember
this: Even if you set all 3 at Yes, you only need to fulfill
one to win the game.
52
Destroy Starbase:
Destroy All
Colonies:
Yes or No
Yes or No
Destroy
All Mines:
Yes or No
Available for
Purchase:
Determines what ships can be bought
in this scenario using Starbucks.
For each ship, press Enter to toggle between Yes (the ship
can be purchased) and No (the ship cannot be purchased).
Alliance Menu
Same features as listed above for the Hierarchy.
Star Cluster Menu
Figure 17. STAR CLUSTER
MENU
Stars in each Hemisphere: For each of the types, enter
the number of stars to begin the scenario with. Notice that
you can begin the scenario with colonies or mines already
started (as well as being fortified). At least 2 stars are
required for play. The maximum number of stars in a
scenario is 50.
Note: If you select zero life or mineral stars, you
cannot colonize or mine within the scenario (un
less you begin with colonized or mined stars).
53
STAR(bnTROL
AUTHOR BIOGRAPHIES
When Fred Ford left high school, he aspired to be a sci
ence fiction writer. He also wanted to eat regularly. Fred’s
first programming job was developing neat games of which
you’ve never heard for neat Japanese computers of which
you’ve never heard.
Then, Fred unpacked his box of office stuff. This may not
sound threatening to the uninitiated, but within a month
Fred’s employers had gone out of business. Fred packed
up his box and moved on. Each time that Fred and his box
arrived at a new office, things went well until he unpacked
his box. Then a Gypsy curse was activated, and the com
pany and Fred soon parted ways. Sometimes the company
survived, and sometimes it did not.
About the time Fred unpacked his box at Island Graphics
Corporation (where he authored award-winning UNIX soft
ware), Paul Reiche III signed with Accolade to develop
several original games. Paul had previously authored Ar
chon, Archon II — Adept, World Tour Golf, and other
games for Electronic Arts.
Perhaps the curse of the box of office stuff is caused by the
flat dead lizard-on-a-stick which Fred keeps in his box. It
might be something deeper in the box, something more
sinister...or it could be related to Fred’s tendency to
breathe through his eye.
54
One week after Fred had unpacked his box at Island Graph
ics, the dreaded Gypsy curse returned. So he joined Paul
Reiche at “Toys for Bob”, a software cooperative located in
Marin County, California, bringing the box with him. In the
eighteen months of development of Star Control, Paul has
checked daily to be sure that nothing — not one thing —
has left that box.
Greg Johnson (Starflight I & II, Caveman Ughlympics) and
Robert Leyland (Murder on the Zinderneuf), who share the
Toys for Bob office, contributed loads to help Star Control
evolve into its present form. So, if you don’t like the game,
blame them!
55
star(omtrol
TROUBLESHOOTING GUIDE
If you have any questions about Star Control, and you can’t
find the answers in the manual, our Customer Support folks
can help. You can call us at 4O8-296-84OO between 9
a.m and 5 p.m. Pacific Time, or write to Accolade Cus
tomer Support, 550 S. Winchester Blvd., San Jose, CA
95128, or leave a message for us on CompuServe (type
GO GAMEPUB and leave a message for Accolade
76004,21 32).
Please be sitting in front of your computer when you call,
and have the following information handy: your computer’s
brand and model (XT, AT, PS/2, etc.), the amount of
memory (RAM), what peripherals are attached, the type of
graphics card and monitor, what disk size you use (5 1/4",
3 1/2"), the contents of your CONFIG.SYS and
AUTOEXEC.BAT files.
Please read the following section before calling us, as it
might solve any problems you may have.
If Your Game Doesn’t Load Properly
First, please re-read the manual and try the instructions
again step by step. One misstep can blow the whole thing.
If it still doesn’t load, check your Autoexec.bat file for
memory resident utility programs (menu programs such as
1 Dir+ and PC Shell; utilities such as Sidekick and PCTools;
disk caching programs such as PC Cache and Lightning)
and remove them. Our games are greedy and don’t like to
share memory with these products.
Also: check your Config.sys file for device drivers which
could cause problems — such as an expanded memory
driver for RAM disks.
To find these DOS files, type CD C:\ at the C> prompt.
Then type either TYPE AUTOEXEC.BAT or TYPE
CONFIG.SYS — if the files are there, the info will scroll onto
the screen. If you suspect that a program listed there is
causing problems, try one of these solutions:
56
•
Reboot your system with a “clean” DOS disk from the
A> prompt. A clean DOS disk is a disk bootable with no
Autoexec.bat or Config.sys files (see your DOS manual
for details), then proceed with normal game instruc
tions.
•
Temporarily rename these two files (refer to your DOS
manual for specifics], and reboot your system.
If You Get Garbled Graphics (or none at all):
If you load the program and nothing appears on your
screen (or what does appear, seems garbled), you may
need to specify the proper graphics type for your system.
•
Check your hardware manual to make sure your com
puter can run this game.
•
Re-read the Configuration: Setting Graphics, Sound
and Other Options section, and make sure you’ve
specified the correct graphics option for your com
puter.
If you have one of the supported sound boards, but get no
sound or introductory music:
•
Make sure you’ve typed in the correct parameter when
you started the program. Remember to put a space
between the graphics parameter and the sound board
name i.e., STARCON /S:ADLIB.
•
Check to make sure the sound board is properly seated
in its slot.
If you have a joystick connected, but it doesn’t work:
•
Double-check to make sure it’s plugged into your
computer.
•
Restart the program and try selecting the joystick
option again.
•
If you’ve selected either the Cyborg or Psytron Control
before selecting the joystick option, you need to re
select Human player, then choose joystick as the input
device, then select either Cyborg or Psytron again.
•
Run the program again, but leave the joystick centered
until the Professor Zorg exam, because it is being
calibrated.
57
STAR (pPITROL
□
WARRANTY
X90
z
ACCOLADE CUSTOMER SERVICE: (408) 296-8400
If you need help with this — or any other — Accolade product, please give us a
call between the hours of 8am and 5pm [Pacific Standard Time], Be sure you
are at your computer when you call. We’ll do everything we can to solve your
problem or answer your question. Or write to us at:
Accolade
Attn: Customer Service
550 S. Winchester Blvd., Suite 200
San Jose, CA 95128
DO YOU WANT TO BACK-UP YOUR DISK?
We know you're concerned about disk damage or failure. So feel free to make
a back up of the game. See your computer manual for details about saving
disks. If you lose the off-disk copy protection scheme, please send us $15 and
we’ll send you a new one. If it’s destroyed, send us the remains, and we’ll give
you a replacement.
YOUR DISK CARRIES A 90-DAY WARRANTY
Accolade, Inc. warrants for a period of 90 days from the date of purchase by
the original purchaser of the Software that the recording medium on which it is
recorded will be free from defects in materials and workmanship. Defective
media which has not been subjected to misuse, excessive wear or damage due
to carelessness may be returned during the 90-day period without charge.
After the 90-day period, defective media may be replaced in the United States
for $10 (plus 7.25% sales tax if the purchaser resides in California). Make
checks payable to Accolade, Inc. and return to the address above. (To speed
up processing, return only the disk, not other materials.)
LICENSE AGREEMENT and LEGAL MUMBO JUMBO
This computer software product (the “Software”) and the user manual are
provided to the Customer under license from Accolade, Inc. and are subject to
the following terms and conditions, to which the Customer agrees by opening
the package of the Software and user manual and/or using the Software.
Granting of this license does not transfer any right, title or interest in the
Software or the user manual to the Customer except as expressly set forth in
this License Agreement.
The software and the user manual are copyrighted 1990 by Accolade, Inc. All
rights are reserved. Neither the Software nor the user manual may be
duplicated or copied for any reason. The customer may not transfer or resell
the Software or user manual. All registered trademarks and names are
properties of their respective owners.
The remedies provided above are the Customer’s sole and exclusive remedies.
In no event shall Accolade, Inc. be liable for any direct, indirect, special,
incidental or consequential damages with respect to the Software or the user
manual. Except as provided above, Accolade, Inc. makes no warranties, either
express or implied, with respect to the Software or the user manual, and
expressly disclaims all implied warranties, including, without limitation, the
warranty of merchantability and of fitness for a particular purpose.
\ rmi \ r^n.
3050-00154
The best in entertainment software.
7/90
□5157